Merge pull request #8466 from theDrake/patch-1

Minor edits for scripting_player_input.rst
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Matthew
2023-11-28 21:15:43 -05:00
committed by GitHub

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@@ -7,7 +7,7 @@
Listening to player input
=========================
Building upon the previous lesson :ref:`doc_scripting_first_script`, let's look
Building upon the previous lesson, :ref:`doc_scripting_first_script`, let's look
at another important feature of any game: giving control to the player.
To add this, we need to modify our ``sprite_2d.gd`` code.
@@ -181,7 +181,7 @@ Summary
In summary, every script in Godot represents a class and extends one of the
engine's built-in classes. The node types your classes inherit from give you
access to properties like ``rotation`` and ``position`` in our sprite's case.
access to properties, such as ``rotation`` and ``position`` in our sprite's case.
You also inherit many functions, which we didn't get to use in this example.
In GDScript, the variables you put at the top of the file are your class's
@@ -196,5 +196,5 @@ button presses from the users. There are quite a few more.
The ``Input`` singleton allows you to react to the players' input anywhere in
your code. In particular, you'll get to use it in the ``_process()`` loop.
In the next lesson :ref:`doc_signals`, we'll build upon the relationship between
In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between
scripts and nodes by having our nodes trigger code in scripts.